Hello, community! I'm reaching out to you again, as I can't find answers to my questions on the vastness of the internet... I've started developing a multiplayer game, and I'm using udp protocol to transfer data between server (host) and clients. After implementing the synchronization, I noticed that the frequency of changing the position of other players is very small. I suspect that this is due to some packets being lost during sending. I tried to make it so that clients can immediately send data about themselves to other clients, but I have not been able to implement it... So my question is: Is there any way I can affect the ping and packet loss rate in Godot 4.0.2?

Here is my project:

I hope someone can help me...

9 months later

I'm just starting to learn about networking and your problem I think everyone even companies tried methods and hacks to combat high ping and packet loss, but here I have an approach I found on reddit, they do talk about dealing with small frequency updates

www.gabrielgambetta.com/entity-interpolation.html

Ping and packet loss are mostly out of your control. What you can try is to write your code in a way to mask it, for example with interpolation like the previous posted suggested.